Episode 3: Run

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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)
Susan Lee wrote: Tue Jan 24, 2023 9:39 am She turns to her travelling companions and says, "As amusing as throwing a vampire head at the target might be, I agree with you, Amber. However, we are poorly equipped to eliminate this threat currently, unless you have a means of generating water in your possession. Currently, these vampires are effectively contained, unless they can fly at light speed through space."

Susan looks at the sun. "Certainly, see if the sunlight works, but if not, I believe we'll have to put a pin in this, lest we become trapped here with your people's ancient enemies. There is wisdom in surviving to fight another day, after all."


Amber ponders Susan's thoughts briefly and says, "I agree that they are contained, but I still don't like leaving any of the vamps in stasis here. I know realistically that we don't have time to destroy them all in a low-key manner, unless there is a clean source of running nearby. Especially if any of these are Master Vampires. Sunlight alone won't cut it with them."

She begins to make a motion to rub her face in exasperation before remembering she is a power armour suit. By the Gods, I hate to do this, but we have to leave them be. Otherwise we may get trapped here. She searches her memory. What is the name of this rock? Habitat V-23? Maybe I can pass this place on to some Undead Slayers to come back here to properly dispose of these guys later.

She sighs. "Okay, Susan. I'll seal the container up again and then let's get the hell out of here and finish this mission. Got what you need from in there? No more stops off mission from here on out. I want to finish up on this rock as soon as possible!"

She walks back to the container and as she passes Eight she asks. "You got a welding attachment to those fancy arms of yours, Eight? I'd like to seal this up as securely as possible before we join up with the others." Either way, Amber makes sure that the container is sealed as securely as she can before leaving to the rendezvous spot.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Analoy
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Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [5] = 5
JIC: 1d20: [16] = 16 1d100: [7] = 7

Land Navigation 68%: 1d100: [26] = 26
Trap & Mine Detection 55%: 1d100: [75] = 75
Detect Ambush 80%: 1d100: [50] = 50
Prowl 70%: 1d100: [67] = 67
literate in everything 82%: 1d100: [34] = 34

Conditions:
PPE: 263/228
Flight: 240/160 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/120 min, understand and speak all languages at 96%, literate at 82%


Analoy grins as the boys uncover a wealth of explosives. She looks down at her chest rig, but all the slots are full up so she just shrugs and watches as the boys have some fun looking into the crates. "Just remember, we still have a job to do."
Phinneas wrote:"Aw....don't worry Boom Boom. These things could never replace you. Im just happy because there's alot of them and they're basically free. Me and you to the end buddy."
Analoy furrows her brows, Um, what or rather who is that crazy talking too? Should I even ask him who Boom Boom is? Maybe later, when we're back at home.

Analoy looks up at Praxis and gives him a little chuckle, "I'm pretty sure you should be scared for us. Hold on." She concentrats for a moment and activates her eye tattoo, then starts trying to read all the Naruni writing. Stating what it says to the others as she reads.

As she looks over the labels on the crates she says to Praxis, "I don't know how to do it but if we could rig up a detonator in here and things get out of hand later. This would be one hell of a distraction." She looks back up at him with a huge grin on her face.
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

ROLLS HELD
Analoy wrote: Thu Jan 26, 2023 9:09 pmAs she looks over the labels on the crates she says to Praxis, "I don't know how to do it but if we could rig up a detonator in here and things get out of hand later. This would be one hell of a distraction." She looks back up at him with a huge grin on her face.
Phinneas' ears perk up as Analoy speaks. "Well now, I guess it's a good thing I'm here." He sets down the crate of K-HEX cubes he is carrying and rummages through his backpack. After a few seconds, he brings out a small handheld device along with an improvised looking explosive. "I made this back in Merctown and brought it along. It's a remote explosive made up from a plasma missile warhead. I can't shake Amber's vision of Susan getting swarmed by bots so I was gonna use it in the crate of cubes im taking if I needed to. We could use it here and put it in a crate of cubes. Im no doctor, but im pretty sure that this baby going off in a closed crate of cubes will have enough Ooomph to set off a chain reaction that should be, well, pretty spectacular. Only thing is, it has a limited-ish range so we would need to be within 100 feet of the crate to set it off. If that doesn't sound good enough, I just so happen to have a few spare missiles with me and I could try to rig something up with a little more range but it might take me a few minutes."
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:45m
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
[The Boom Crew]
Analoy, Praxis, and Phinneas

Phinneas begins to gleefully haul away his newfound crate of K-Hex away from the rest, the entire thing weighing roughly 250lbs, means the crazy can hoist it up and out with relative ease. Praxis moves to the secured container and quickly removes the armor and transforms, an act he finds quite annoying, though he is easily able to rip off the secured locks after he transforms. Inside the crate, Praxis finds stacks of a type of small robots that resembles large metal balls with various indents in the shell. Four by four rows, going all the way down the container. Analoy follows him and as they investigate the secured containers, Analoy activates a tattoo and suddenly the alien markings become far clearer to her. She reads "ROGUE IFF" "NO OS" and "CORRUPTED IDS". She can't tell what each of those mean immediately, but the markings themselves are worrisome.

Praxis remains continues to investigate the container as Analoy moves back to read some of the other labels around the site. She can see Phinneas practically dancing in a circle until he turns to her and pulls out the homemade detonator. Analoy can clearly see the warning on the box he is holding reads "CONTAMINATED" "HANDLE WITH CARE", though what exactly that means she can't be sure. Back inside the secured container, Praxis finds what looks like a command gauntlet inside a secured crate with more Naruni writing on it he can't read.
"EMERGENCY CONTROL ONLY - BYPASS OS" and "DO NOT DESTROY"
Praxis heads back out and starts suiting back up.

As Phinneas puts the detonator away, the crazy hears something down the alley way as he is picking back up the K-Hex container. Phinneas turns his head and ducks down in time for Analoy to watch a laser bolt barely glide past where the K-Hex box had been and impact the ground behind him. The two can duck for cover, and neither see the shooter. Analoy recognizes this type of area would be a sniper's dream if they could maintain the high ground, and the shot definitely came from a few dozen feet above, down the container line.

(You are not in combat, do not see a shooter, only one shot came by)
What are you doing?

[A moral dilemma]
Amber, Susan and Eight

Amber is rightly perturbed at the sight of the vampiric corpse and searches for signs of who or what might actually be contained, and while Amber can't read the alien dialect she can identify some key markings on the crate. Though it is unnamed, this is a Master Vampiric Corpse. The containers are keeping it in a state of complete stasis, each different container separated to further dilute its power, though Amber knows she is right. This vampire is still very much a threat, even in it's completely helpless state. She turns to find Eight in the middle of the alley and the android shakes its head. "No, this planet is a dead planet. No native life or water for centuries." Eight pauses at Amber's request and nods. "Project H24AM; the vampire is secured and not a threat, but as you wish. " Eight will remain where it is standing and watch the container as Amber finds Susan.

Susan has to stop her eyes from widening at the container she is searching, full of medical equipment and more she eagerly stuffs into her backpack. Susan decides against taking anything that looks like vials with actual liquid in them, but finds several alien devices that fit in her backpack that are safe, though she can't tell what any of them do by just looking at them. Amber soon joins her and together the two work through a moral dilemma for Amber, who feels an increasing pit in her stomach just knowing it's there. Resigning to leaving it contained versus potentially inhibit their mission, she moves back to Eight who nods at her request. "Of course, I can reseal the container. Please, stand by." It states and one of its arms seems to mold into a type of torch; Eight then begins welding the door from the top down. "Secured." Eight finishes and continues moving forward.

What are you doing?
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [26] = 26
JIC: 1d20: [12] = 12 | 1d100: [3] = 3

Invoke Trust 45% | 1d100: [100] = 100
Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

As the laser bolt skims past Phinneas and the K-HEX crate, he gets goosebumps.

"Ooooh.....that sneaky bastard.....".

He ducks behind the side of the nearest storage container and sets down the crate. He says to Analoy and Praxis, "Time to finish up. I think our man found us first. If it was anything else, I don't think they would be sniping us. Stay covered and keep an eye out. Im gonna try something."

Phinneas raises his arms and walks out into the main gangway in the direction the shot came from. He walks past whatever open container Praxis and Analoy may be in/behind, and stops. Using his enhanced vision, he tries to scan the area for whatever or whoever took the shot, and with enhanced hearing, will listen for any kind of movement.

Over the loudspeaker in his helmet he says, "Close shot! Another inch or so and you would have got me." He will stand there in the open with his arms raised and wait for whatever response may come.
Last edited by Phinneas_Graves on Sun Jan 29, 2023 12:44 pm, edited 1 time in total.
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [45] = 45 / 41%
JIC: 1d100: [68] = 68 / 1d20: [11] = 11

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC

We're almost certainly never coming back to this place. I don't like lying to her, but we have no way of eliminating a vampire at the moment and also no way of removing ourselves if we spend hours or days trying to do so.


Susan finishes stowing the strange medical devices, then follows Eight, repeating, "We're going to the rendezvous point and the target now, yes?"

She first sends the eye spies out to take a look in nearby aisles and try to get a view from above. Then she tries to raise Analoy with a ping on the group channel, while keeping an eye out for danger and sticking to the shadows. I wish the babies weren't outside...

Radio: Basic: 1d100: [80] = 80 / 73%
Prowl: 1d100: [78] = 78 / 50%
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 66% = 1d100: [28] = 28 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [1] = 1 | 1d100: [1] = 1

Skills Rolls
Intelligence 53% = 1d100: [71] = 71 (gathering intel on planet to pass on to Undead Slayers)
Lore: Dimensions 65% = 1d100: [60] = 60 (to determine as much information as possible about planet)
Land Navigation 62% = 1d100: [55] = 55 (to find RV point)
Prowl 50% = 1d100: [37] = 37 (added +5% with Variable Camouflage system engaged)
Radio: Basic 65% = 1d100: [41] = 41 (keeping an eye on comms)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [81] = 81
o Track by Psychic Scent: 70% = 1d100: [77] = 77 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [79] = 79 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 3.5 hours remaining. Costs 2 I.S.P. [/size]
Sustain lasts 5 days.[/size]
Underguard wrote: Fri Jan 27, 2023 7:52 am Amber is rightly perturbed at the sight of the vampiric corpse and searches for signs of who or what might actually be contained, and while Amber can't read the alien dialect she can identify some key markings on the crate. Though it is unnamed, this is a Master Vampiric Corpse. The containers are keeping it in a state of complete stasis, each different container separated to further dilute its power, though Amber knows she is right. This vampire is still very much a threat, even in it's completely helpless state. She turns to find Eight in the middle of the alley and the android shakes its head. "No, this planet is a dead planet. No native life or water for centuries." Eight pauses at Amber's request and nods. "Project H24AM; the vampire is secured and not a threat, but as you wish. " Eight will remain where it is standing and watch the container as Amber finds Susan.
Amber sighs. She is unsurprised that this rock they are on is a dead planet. I could have guessed that this place wouldn’t be habitable. Wouldn’t make a good dump planet if there was native intelligent life present. And no water, equals no life. Well, for most of the life forms I’m familiar with anyway.
Underguard wrote: Fri Jan 27, 2023 7:52 am Resigning to leaving it contained versus potentially inhibit their mission, she moves back to Eight who nods at her request. "Of course, I can reseal the container. Please, stand by." It states and one of its arms seems to mold into a type of torch; Eight then begins welding the door from the top down. "Secured." Eight finishes and continues moving forward.
Amber nods appreciatively at Eight. “Thanks Eight. I know it isn’t going to stop a determined being from opening it, but it may give someone pause before they open it up.” She shrugs and exhales slowly. I wish I could do more, but if means we get stuck on this rock…

Amber makes a mental note. This is the second time I have been unprepared to destroy vamps. What kind of Atlantean am I??? It is not going to happen again. In fact, I think all the GIRLS should have better gear for fighting the supernatural in any event.
Susan Lee wrote: Fri Jan 27, 2023 4:13 pm Susan finishes stowing the strange medical devices, then follows Eight, repeating, "We're going to the rendezvous point and the target now, yes?"
Amber nods her head in the affirmative. “Yes, let’s meet with the others, get this done and off this rock. Eight, can you lead the way?”

Amber engages the Variable Camouflage System on the PA and begins to move methodically forward. She is constantly scanning looking for anything that will be a threat to their small group as they move toward the RV point.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Mini-Update

Amber and Susan both decide to mush on to the RV point and go after the target, pointing to Eight to lead the way. Both of them hear an echo from somewhere further down, as if broadcasted from a loudspeaker. Amber can track the source of the outburst as the munitions area that the other GIRLS are currently investigating. It is somewhat south of the RV point and the suspected target location. Eight stops when the pair stop and looks in the same direction. Amber thinks hard on the outburst, it sounded like Phinneas. Eight leads them back to towards the munitions area.

You will arrive down the end of the alley that leads to Analoy, Phinneas and Praxis. Neither of you will see nor sense anyone else in the vicinity.

What are you doing?

Phinneas is met with silence after his outburst as he stares down the alleyway. Further down, Phinneas can't be sure, but he thinks he sees a head simply peak out of a closed container before ducking back inside. Phinneas also spots Amber, Susan and Eight's approach.

What are you doing?
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

ROLLS HELD


As Phinneas sees Amber and Susan approach with Eight, he makes sure the loudspeaker is off and transmits to the approaching trio. "Hey Boss. Come in stealthy. Might have found our man. Whoever it is is armed and took a shot at me already." He will then inform them of which container he thought he saw the movement in.

Still standing in the alleyway with his arms raised, Phinneas will use his loudspeaker again. "If you're gonna shoot again, can we get that over with? If you're not, do you wanna make nice? I kinda feel like an idiot standing here like this."
Last edited by Phinneas_Graves on Sun Jan 29, 2023 12:42 pm, edited 1 time in total.
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

ROLLS HELD

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC, See Invisible

Susan waves to the rest of the team and sends them the message. We're here. Status? We heard a strange noise. Who is Phinneas talking to?
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)

Phinneas_Graves wrote: Sun Jan 29, 2023 11:30 am As Phinneas sees Amber and Susan approach with Eight, he makes sure the loudspeaker is off and transmits to the approaching trio. "Hey Boss. Come in stealthy. Might have found our man. Whoever it is is armed and took a shot at me already." He will then inform them of which container he thought he saw the movement in.
Susan Lee wrote: Sun Jan 29, 2023 12:17 pm Susan waves to the rest of the team and sends them the message. We're here. Status? We heard a strange noise. Who is Phinneas talking to?
Amber searches for likely spots that the sniper could have taken the shot at Phinneas. She replies in a calm voice. “Roger that, Phinn. Be careful out there. I’m going up to see if I can catch a glimpse of our sniper. If I get eyes on them, I will try to determine the threat level and if there are multiple foes. I may engage comm and radar jamming. I’ll let you know before I do that though.” Well, Crazies be crazy. Exposing himself to sniper fire.

Amber motions to Susan. “Do you want to stay down here or come up top with me, Doc? I can drop you off up top of these containers if you want. Although, I think between Phinn and I if we can may be able to suss them out. Up to you.”

She looks at Eight. "Eight, can you try to manoeuvre onto the snipers far flank to try and box him in between us? Let's try to capture them alive if possible or if it is an automated defence system, take it out quickly before we completely blowing our chance of stealth here."

Well, let’s head on up and see if I can find out who our sniper is. Amber will either help assist Susan up on top of the container if she wants to go there or do a contra-grav assisted leap and hover just above the containers (can jump 200’ up with contra-grav engaged) and faces in the direction that Phinneas indicated the shot came from and begins to scan for the sniper, trying to determine who or what has fired at the Crazy.

Contingencies
If it is appears to be a humanoid sniper with a rifle, she will alert the GIRLS of the location of the sniper. And if spotted and fired upon will return fire trying to disarm them so they can capture them.

If it is a robot similar to the types they have already encountered on their journey, she will alert the GIRLS of the location of the Bot. She will activate the radar/sensor jammer before engaging with intent to destroy the bot before it can call in reinforcements.

Initiative: 1d20+5: [2]+5 = 7
Non-Combat Action: Let GIRLS know location of sniper/bot. Engage radar/sensor jamming

Action 1: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [11]+3 = 14 ; Damage: 1d4*10: [3]*10 = 30 MD
Action 2: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [12]+3 = 15 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 3: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [16]+3 = 19 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 4: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [14]+3 = 17 ; Damage: 1d4*10: [2]*10 = 20 MD
Action 5: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [14]+3 = 17 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 6: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [14]+3 = 17 ; Damage: 1d4*10: [3]*10 = 30 MD
Action 7: Strike with NE-11 at sniper's weapon/bot: 1d20+3: [15]+3 = 18 ; Damage: 1d4*10: [3]*10 = 30 MD

If sniper is a humanoid and is successfully disarmed, Amber will fly forward and attempt to capture them. OR. If it is a Bot, she will keep firing until it is destroyed.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 21%: d100: [17] = 17
JIC: d100: [72] = 72 d100: [17] = 17 , d20: [1] = 1
Power Armor - Head 130 | Main Body 400 | Legs 150 Each | Arms 100 Each

Once he has opened the crates without issue Praxis heads back out, shrinks to human form and suits up in his PA. "I was hoping the locked crates would have cool stuff in them. Oh well this was a fun little jaunt. Phinneas is giddy with excitement, maybe to giddy really, but you take wins where you can find them. Right big guy?" He directs the comment at Phinneas.

As he sees the bolt nearly strike Phinneas he raises his rifle and scans the area it was came from. He hears Phinneas call the shooter out. “I hate snipers.”

When Praxis hears Susan’s Declaration of non-violence, Praxis puts his rifle to his side. Can’t be threatening, I was just gonna disable him anyway. I still need to talk to this dickhead

Praxis notices that Phinneas's attention is drawn down an ally and moves so he can see. He sees the others approach. "Hey, its the rest of the crew." I wonder if they were as luckier than us in what they found.

Once reunited Praxis says, "Good to see you guys in one piece. We surprisingly didn't get exploded! Dis you guys find any cool stuff?"
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [71] = 71 / 41%
JIC: 1d20: [12] = 12 / 1d100: [7] = 7

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC, See Invisible

Susan decides not to chat with Praxis in favor of addressing their current crisis.
Amber Dach wrote: Sun Jan 29, 2023 2:31 pm Amber motions to Susan. “Do you want to stay down here or come up top with me, Doc? I can drop you off up top of these containers if you want. Although, I think between Phinn and I if we can may be able to suss them out. Up to you.”

She looks at Eight. "Eight, can you try to manoeuvre onto the snipers far flank to try and box him in between us? Let's try to capture them alive if possible or if it is an automated defence system, take it out quickly before we completely blowing our chance of stealth here."
Susan looks at Amber, then at Eight. "Yes, please bring me aloft with you. And I recommend that Eight not engage with any living being without our approval."

I do not believe that Eight will not kill the target at the first opportunity...

Before Amber takes them aloft, Susan says over her loudspeakers. "If you are Reka Ola, please be aware that we are not here to harm or kill you. We simply need to obtain the item you have in your possession. We do not care if you escape. There is no reason for violence. We are happy to negotiate with you."

And if we need to leave with the target to obtain the item, leaving Eight behind, so be it.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)
Susan Lee wrote: Tue Jan 31, 2023 10:49 am Susan looks at Amber, then at Eight. "Yes, please bring me aloft with you. And I recommend that Eight not engage with any living being without our approval."
Amber nods at the wisdom of Susan's words. "I agree with your recommendation, Doc." She looks at Eight. "Please do not engage unless we do first, Eight." Well, Eight's going to do whatever their programming says, so our I don't know if our suggestions will do anything to deter them.
Susan Lee wrote: Tue Jan 31, 2023 10:49 am Before Amber takes them aloft, Susan says over her loudspeakers. "If you are Reka Ola, please be aware that we are not here to harm or kill you. We simply need to obtain the item you have in your possession. We do not care if you escape. There is no reason for violence. We are happy to negotiate with you."
Amber keeps her rifle trained on the sniper if she spots them and waits for their move before engaging. Well, If this isn't our guy, I hope they aren't in league with him, cause he will know we are coming now and be able to prepare for our coming.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Analoy
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Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [71] = 71
JIC: 1d20: [11] = 11 1d100: [63] = 63

Land Navigation 68%: 1d100: [16] = 16
Trap & Mine Detection 55%: 1d100: [88] = 88
Detect Ambush 80%: 1d100: [29] = 29
Prowl 70%: 1d100: [60] = 60
literate in everything 82%: 1d100: [68] = 68

Conditions:
PPE: 263/228
Flight: 240/145 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/105 min, understand and speak all languages at 96%, literate at 82%

Analoy looks over to Praxis and says, "I don't know what it means but those crates say 'ROGUE IFF', 'NO OS' and 'CORRUPTED IDS'. I think its best if we leave all this drek alone. There's a reason they dumped it all here. We need to get moving and grab this guy. I wanna get off this turd ball of a planet."

As Phinneas carries the container out with him, Analoy starts to call out and then clicks her comms on, "Phinneas, That crate you're carrying says, 'CONTAMINATED HANDLE WITH CARE'. Not real specific but I'd be careful if I were you."

When Praxis starts at another crate, Analoy just shakes her head, Boys and their toys. If they keep on opening things we're gonna be in trouble. She snorts a bit as she reads what on the crate Praxis is into now. "That one says 'EMERGENCY CONTROL ONLY - BYPASS OS' and 'DO NOT DESTROY' That's better than the last, I think." She sighs when Praxis ultimately leaves everything and exits the container.

When Analoy sees the laser bolt streak past Phinneas, she ducks down. I hate this planet and all this Naruni clean up crap. Retake my facility. Go track down this igut that stole from me. whine whine whine. Screw it. Analoy hovers up off the ground about a foot and then zips forward as fast as she can to get to the base of the container where she thinks the shot came from.


Dodge if needed: 1d20+11: [13]+11 = 24 , 1d20+11: [16]+11 = 27 , 1d20+11: [10]+11 = 21 , 1d20+11: [15]+11 = 26 , 1d20+11: [3]+11 = 14 , 1d20+11: [11]+11 = 22
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:48m ~3
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Combat Round: 1

Phinneas stands near the center of the alley, the crate behind him as he taunts the sniper into taking another shot. Amber, Susan and Eight take in the information and move to outflank the sniper from above. Eight adherer's to Amber's orders and is gone before Susan can amend them; she and Amber head up to the top of the container stacks [The stacks range between 4 to 6 containers high, so additional climbing will be required for free movement].

Praxis dismisses the explosives just as quickly as it took him to open the containers, much to the slight irritation of Analoy. Moving back out, still near the connex as Praxis suits up, Analoy can see the designation on the crate and shouts it out to Phinneas. It's then that everyone in the vicinity hears Susan's voice over loudspeaker calling for Reka Ola; her call is followed by the same ambient noise of the dead planet.

Praxis is the only one to see a small piece of metal that seems to just appear through the metal of one of the containers in the middle rows. Just as Praxis recognizes it as a barrel, he sees a blue flash and this time, the sniper hits their target. The container just behind Phinneas is struck, and there is a sudden series of explosions that rocks the containers around it as each contaminated cube detonates, sending several other cubes ignited like napalm before detonating in a larger radius. Amber and Susan watch in horror as the box that was right next to Phinneas erupts. Analoy barely has enough time to leap to the ground to avoid the explosions entirely while Praxis manages to only take minor damage from shrapnel [-20 MDC MB].

Phinneas is not so lucky, however and bears the full brunt of the explosion. The first explosion rips through his shield and blows him forward and on the ground about fifteen feet. Another explosion above him sends him rolling to the side and slamming against a closed container door. The right arm of his EBA is shattered and his hand is bleeding as he struggles to sit up, completely out of breathe and disoriented after the explosions. [Right arm of EBA destroyed. -16 personal SDC]

Phinneas blinks and doesn't know where he is, what he's doing. 'Why are my h-hands shaking... i-is that blood? N-No this can't be happening?! A soft and scared voice practically whimpers in fear, only Praxis can hear it and it does not sound like Phinneas. Phinneas blinks out again, as if fainting then suddenly is himself. Still disoriented he tries to stand only to feel himself get thrown against the wall. Praxis sees Phinneas stand and stumble over as another remnant explosion sets off a little ways down making him duck back down. GET UP! GIVE ME CONTROL! I'LL KILL ALL OF YOU IF I HAVE TOO BUT THAT SNIPER DIES! Phinneas hears an angry voice crack out loud as his vision blacks out again and suddenly Phinneas leaps into action and pulls out the Mini-Missile Cannon and dumps both rounds down the alleyway without fear or care. The following explosions are several hundred feet down, fairly close to where Praxis saw the barrel, and sends several connex stacks toppling down. Phinneas laughs at the explosion until he stumbles backwards and returns to himself again, shaking his head as the headache vanishes and trying to make sense of what just happened.

Susan and Amber from above see a smoldering pile of wreckage below, and beyond that, see Phinneas, Praxis and Analoy. It's hard to make out anything else, but it's doubtful anyone could have weathered that unscathed. There target could well still be alive and buried, or long gone. Amber activates her Presence Sense and seems to pick up a sign of another dimensional being, but can't pin point it in the wreckage, but will relay such to Susan. Analoy and Praxis can both make it to Phinneas without anymore reoccurring explosions, there is also no following sniper fire.

Act as though in combat; what are you doing?

Amber:
Susan:
Analoy:
Phinneas: 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -20 MDC from MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [77] = 77
JIC: 1d20: [16] = 16 | 1d100: [47] = 47


Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

What the Hell.........Did everything just taste purple for a second?

As Phinneas gets his feet back under him, he starts to take a quick self assessment. "See? This is why I hate body armor. Oafish and clumsy. I could have skated that any other......."

He looks up from himself and down the alleyway at the wreckage of the containers, "Holy shit guys!! What did you do??........What if that was our guy??"

"Aw, man! Boom Boom what did you eat?! That's pretty rancid!" Phinneas realizes that the smell isn't his trusty companion, but that the right arm of his armor is destroyed and he no longer has the environmental protection he got it for in the first place. His hand is bleeding but that doesn't phase him. He radios out,

"Hey guys.....I'd like to know whats going on, but I'm pretty sure this is gonna be a problem...."

Damn, my head hurts.......
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Analoy
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Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [36] = 36
JIC: 1d20: [9] = 9 1d100: [30] = 30

Land Navigation 68%: 1d100: [51] = 51
Trap & Mine Detection 55%: 1d100: [100] = 100
Detect Ambush 80%: 1d100: [54] = 54
Prowl 70%: 1d100: [12] = 12
literate in everything 82%: 1d100: [59] = 59

Conditions:
PPE: 263/228
Flight: 240/142 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/102 min, understand and speak all languages at 96%, literate at 82%

Analoy shakes her head, "Yeah, I'd have to agree. It's a good bet that security bots are headed our way. Are we assuming that the sniper was our guy? Do we need to go search for him before we have to fight passed the bots?"

Analoy hovers up to get a better looks around, but she stays under the height of the tallest of the container stacks. What a freaking mess this turned out to be. I guessing this mission is gonna feel like a ride in a blender before it's all said and done.

If she spots anything she will immediately inform the team as she swoops down for a better look or to grab Reka Ola.

If bots are coming after them, Analoy will call over the team frequency, "Security bots incoming. I suggest hiding or running for it if you can before we're overwhelmed."

Init: 1d20+1: [4]+1 = 5
Actions: 6
1. Dodge 1d20+11: [3]+11 = 14
2. Dodge or shoot to clear path: Strike: 1d20+4: [8]+4 = 12 Dmg 6d6+3: [2, 2, 5, 3, 6, 5]+3 = 26
3. Dodge or shoot to clear path: Strike: 1d20+4: [5]+4 = 9 Dmg 6d6+3: [1, 4, 6, 6, 2, 4]+3 = 26
4. Dodge or shoot to clear path: Strike: 1d20+4: [8]+4 = 12 Dmg 6d6+3: [4, 4, 4, 2, 4, 3]+3 = 24
5. Dodge or shoot to clear path: Strike: 1d20+4: [8]+4 = 12 Dmg 6d6+3: [3, 3, 4, 2, 2, 4]+3 = 21
6. Dodge or shoot to clear path: Strike: 1d20+4: [8]+4 = 12 Dmg 6d6+3: [2, 4, 5, 4, 5, 3]+3 = 26

Dodge if needed: 1d20+11: [19]+11 = 30 , 1d20+11: [8]+11 = 19 , 1d20+11: [13]+11 = 24 , 1d20+11: [5]+11 = 16 , 1d20+11: [10]+11 = 21
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Praxis Vek
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Re: Episode 3: Run

Post by Praxis Vek »

PERCEPTION 21%: d100: [75] = 75
JIC: d100: [100] = 100 , d20: [6] = 6
Current Conditions wrote:Mission Time: 04h:48m ~3
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Combat Round: 1
Praxis is the only one to see a small piece of metal that seems to just appear through the metal of one of the containers in the middle rows. Just as Praxis recognizes it as a barrel, he sees a blue flash and this time, the sniper hits their target. The container just behind Phinneas is struck, and there is a sudden series of explosions that rocks the containers around it as each contaminated cube detonates, sending several other cubes ignited like napalm before detonating in a larger radius. Amber and Susan watch in horror as the box that was right next to Phinneas erupts. Analoy barely has enough time to leap to the ground to avoid the explosions entirely while Praxis manages to only take minor damage from shrapnel [-20 MDC MB].

Praxis stumbles forward abit. "MY NEW ARMOR!!!!" He observes Phinneas and says "You guys figure out what is going on with him." He starts running towards the rubble. "I AM GOING UP TOP!!" to his team. He will launch into the air with his jet pack and start scanning the area for his target. He then yells, "HEY F**KSTICK!! SURRENDER YOURSELF AND I PROMISE WE WILL LET YOU LIVE. KEEP SHOOTING AT US AND YOU ARE GOING TO BEG TO ME END YOUR SHORT PAINFUL EXISTENCE!!"

Initiative: d20+1: [19]+1 = 20
Action 1: Launch to around 50ft.
Action 2: Dodge
Action 3: Dodge
Action 4: Dodge
Action 5: Dodge
Action 6: Dodge or if he sees the target he will descend rapidly land then and then tackle them. Tackle: TO STRIKE: d20+8: [5]+8 = 13 | Restrained Damage: d4: [3] = 3 MD
Dodge: d20+9: [6]+9 = 15 , d20+9: [11]+9 = 20 , d20+9: [16]+9 = 25 , d20+9: [16]+9 = 25 , d20+9: [11]+9 = 20 , d20+9: [14]+9 = 23
Parry: d20+9: [19]+9 = 28 , d20+9: [13]+9 = 22 , d20+9: [12]+9 = 21 , d20+9: [15]+9 = 24 , d20+9: [6]+9 = 15 , d20+9: [3]+9 = 12
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [17] = 17 / 41%
JIC: 1d20: [15] = 15 / 1d100: [89] = 89

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC, See Invisible

Susan activates the enhanced vision in her helmet to try to get a better view of Phinneas's arm and sends the flying drones out in a search pattern, trying to find their attacker and/or identify robots before they get there. If she sees anything, she immediately transmits it to the team.

"Why is Praxis wearing different armor? Get the arm from his last suit onto Phinneas. Unless he's bleeding out, that's the best we can do right now."

"Amber, let's move towards the potential shooter. I doubt that whatever Phinneas did to them killed them. Let's try for some subtlety, though."

Prowl: 1d100: [84] = 84 / 50%

Initiative: 1d20+3: [18]+3 = 21
Action 1: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [14]+5 = 19 / Damage: 1d6*10: [1]*10 = 10 / Dodge 1d20+10: [18]+10 = 28
Action 2: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [1]+5 = 6 / Damage: 1d6*10: [3]*10 = 30 / Dodge 1d20+10: [1]+10 = 11
Action 3: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [7]+5 = 12 / Damage: 1d6*10: [3]*10 = 30 / Dodge 1d20+10: [20]+10 = 30
Action 4: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [17]+5 = 22 / Damage: 1d6*10: [4]*10 = 40 / Dodge 1d20+10: [5]+10 = 15
Action 5: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [1]+5 = 6 / Damage: 1d6*10: [2]*10 = 20 / Dodge 1d20+10: [18]+10 = 28
Action 6: Attempt to find the sniper. If a robot, shoot. If a person, try to talk them down, while taking evasive action. Strike: 1d20+5: [20]+5 = 25 / Damage: 1d6*10: [4]*10 = 40 / Dodge 1d20+10: [14]+10 = 24
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:48m:15s 15 seconds have passed
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Action Round: 2
Phinneas stands in the alleyway, still standing confused as he sees the toppled containers before him with Analoy and Praxis both moving past him. Praxis bellows out and lobs himself into the debris field searching for the sniper that was in the area while Analoy takes to the air to see a bit more. Susan and Amber move together on top the still standing containers. Susan and Analoy both see something moving in the debris field, but Analoy is the closest.

Analoy peers from above and sees a figure topple out of a container and fall several feet below. Analoy can tell that they are wounded. Analoy is able to catch up too and effectively corner them as they weakly crawl through the debris, though they are in a sleek black environmental armor. They hold out their hands frantically, their rifle nowhere in sight. "N-No!" And holds up a detonator. "S-stay back!" He exclaims to Analoy, waving it as Praxis, Susan and Amber arrive on scene (Note: He is speaking an alien language, only Analoy can currently understand him || Anyone with Sixth Sense feels their trigger at the sight of the detonator.). Phinneas would be last after collecting himself, though he starts feeling disoriented and his right hand begins to tingle (Roll a Save v Lethal Poison). Analoy notes a suspicious lack of external alarms following the explosions.

Act as though in combat (ie, 15 second posts); what are you doing?

Amber:
Susan:
Analoy:
Phinneas: 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -20 MDC from MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [37] = 37
JIC: 1d20: [3] = 3 | 1d100: [2] = 2

Save Vs. Lethal Poison 1d20+7: [4]+7 = 11

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

As Phinneas stands there still trying to regain himself, he starts to feel a tingle in his left arm. Although mostly impervious to pain, he is still aware of tingles and sensations and when a situation is going south fast.

Oh man......this isn't good. This is definitely not good.

You know what needs to be done pussy! Or do you just want to sit here and die? You'll still have one hand left to go and choke the life out of that piece of shit!

Wait.....what? I must be getting too much radiation.....

RAAAAAAGGHHH!!!!! LET ME OUT YOU PITIFUL FOOL!!!!!! IF YOU WON'T DO WHAT'S NECESSARY, I WILL!!!

Phinneas stands up straight. He radios out, "Eight, I need you here. Fast." When Eight arrives, Phinneas tells the bot, "There's only one way I'm gonna have any chance of getting off this rock. You're going to have to seal my suit." Should Eight show any signs of confusion, Phinneas will continue, "My flesh is starting to decay from the radiation. It isn't going to be long before the arm dies anyway. Take the arm, cauterize the wound and seal my suit."

He will then wait for the bot to do as he asks.
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Amber Dach
Silver Level Patron
Posts: 200
Joined: Sun Mar 29, 2020 9:50 am

Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [86] = 86 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [17] = 17 | 1d100: [9] = 9

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [55] = 55 (to repair Phin’s EBA)
Paramedic 65% = 1d100: [65] = 65 (to assess/treat Phinneas)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [75] = 75
o Track by Psychic Scent: 70% = 1d100: [51] = 51 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [52] = 52 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Cyber-Knight Zen Combat
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 4 hours remaining. Costs 2 I.S.P. [/size]
Sustain lasts 5 days.[/size]
Amber feels the familiar tingling of her danger sense activating when she sees the detonator in the sniper’s hand. Frack. She looks down the sight of her rifle and tries to get a sense of the nature of the detonator. Is it a dead man’s switch or does he have to activate it manually? Shouldn't matter with my jammer on this thing.
Phinneas_Graves wrote: Fri Feb 10, 2023 6:13 pm Phinneas stands up straight. He radios out, "Eight, I need you here. Fast."
Wait? What is Phinneas wanting Eight for? If he is injured, it is a job for Susan and me, not Eight. Amber reacts quickly to the radio transmission Phinneas sends out. “Belay that request, Eight. Continue on original mission and capture that sniper.”

She continues on the secure channel. “Praxis and Analoy work with Eight to capture him. Talk him down if you can. I should be able to jam the detonator if it is radio-activated with my PA but our comms will go down too. Let me know when you are ready to move in and I will activate it.”

She keeps an eye on the sniper as she addresses Susan. “You coming with me? We need to get down and assist Phinneas. If his EBA is damaged he is going to need medical assistance. If you aren’t coming, give me some anti-radiation meds and I’ll take care of him myself.”

If Susan agrees to come to Amber will grab Susan and fly down to where Phinneas is. She will try to assess the damage to Phinneas’ EBA and the best way to seal it, either using her now extraneous set of NG-A12 EBA or by patching it somehow with materials at hand if that is possible.

If Susan accompanies her, she will defer to her medical expertise and concentrate on sealing the EBA. Otherwise, she will administer anti-radiation meds before attempting to seal the EBA.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Analoy
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Posts: 267
Joined: Tue Mar 07, 2017 9:23 pm

Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [44] = 44
JIC: 1d20: [12] = 12 1d100: [85] = 85

Land Navigation 68%: 1d100: [68] = 68
Trap & Mine Detection 55%: 1d100: [58] = 58
Detect Ambush 80%: 1d100: [56] = 56
Prowl 70%: 1d100: [68] = 68
literate in everything 82%: 1d100: [8] = 8

Conditions:
PPE: 263/228
Flight: 240/142 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/102 min, understand and speak all languages at 96%, literate at 82%

Analoy furrows her brows, "Why aren't the area alarms not going off? You think Reka cut them?"

Analoy hovers over the figure, "Now why would I want to stay back? Especially after you tried to blow us up. You know, there is still a chance for all of us to get out of here alive. Now, tell me your name." She hovers herself down as she talks, eventually coming to rest with one foot on the chest of the man's armor, pushing down on him with the force of her flight power to keep him immobilized. Nothing ever works out the way it was planned. Why is that?

Open in case of VIOLENCE!
Init: 1d20+1: [18]+1 = 19
Actions: 6
1. Dodge 1d20+11: [12]+11 = 23
2. shoot guard bot: Strike: 1d20+4: [4]+4 = 8 Dmg 6d6+3: [1, 2, 5, 6, 1, 4]+3 = 22
3. shoot guard bot: Strike: 1d20+4: [14]+4 = 18 Dmg 6d6+3: [1, 6, 5, 1, 4, 6]+3 = 26
4. shoot guard bot: Strike: 1d20+4: [18]+4 = 22 Dmg 6d6+3: [4, 4, 1, 1, 1, 4]+3 = 18
5. shoot guard bot: Strike: 1d20+4: [11]+4 = 15 Dmg 6d6+3: [5, 2, 1, 5, 3, 4]+3 = 23
6. shoot guard bot: Strike: 1d20+4: [2]+4 = 6 Dmg 6d6+3: [6, 3, 3, 1, 4, 6]+3 = 26

Dodge if needed: 1d20+11: [3]+11 = 14 , 1d20+11: [10]+11 = 21 , 1d20+11: [5]+11 = 16 , 1d20+11: [4]+11 = 15 , 1d20+11: [6]+11 = 17
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Susan Lee
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Posts: 298
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [13] = 13 / 41%
JIC: 1d100: [86] = 86 / 1d20: [12] = 12

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC, See Invisible

Susan looks from Amber to Phinneas, then back to Amber.

OMFG, *&%!@

...

Amber, it is extremely likely that Eight will attempt to kill Reka Ola if allowed anywhere near him. It?


She's about to hand Amber the medication gun, when she realizes that Analoy is talking to the target. Instead, she tight-beams a message to Analoy only.

Try to get him to take us with him, we can get the target item once we're gone and can leave Eight here. I believe our employer may well have Eight turn on us as soon as we have acquired the target device.

To Reka Ola, she says in Naruni, "We no hurt. Need machine, not Reka."

With a mental twitch, she starts repeating whatever she can understand from the sniper through text to everyone else's HUDs.

Then she hops down to Phinneas, remembering how the radiation readings dropped inside the containers. "Get inside one of the containers. Unless you want to die from being cooked. You can fix your armor in there."

Susan puts the anti-radiation medicine-bearing gun against Phinneas's arm and pulls the trigger.

Initiative: 1d20+3: [17]+3 = 20

CONTINGENCIES: Susan doesn't fire at the sniper as they try to talk it down. If Eight starts attacking the sniper or their team, she blasts away. If security robots attack, she blasts them. If Phinneas has some kind of mental break, she'll use an action to reload the medical gun with knockout drugs.

Action 1: Jump down to Phinneas, shoot arm with anti-rad drugs.
Action 2: Strike: 1d20+5: [12]+5 = 17 / Damage: 1d6*10: [5]*10 = 50 / Dodge 1d20+10: [13]+10 = 23
Action 3: Strike: 1d20+5: [5]+5 = 10 / Damage: 1d6*10: [1]*10 = 10 / Dodge 1d20+10: [1]+10 = 11
Action 4: Strike: 1d20+5: [20]+5 = 25 / Damage: 1d6*10: [2]*10 = 20 / Dodge 1d20+10: [4]+10 = 14
Action 5: Strike: 1d20+5: [2]+5 = 7 / Damage: 1d6*10: [4]*10 = 40 / Dodge 1d20+10: [20]+10 = 30
Action 6: Strike: 1d20+5: [19]+5 = 24 / Damage: 1d6*10: [1]*10 = 10 / Dodge 1d20+10: [11]+10 = 21
Last edited by Susan Lee on Thu Feb 16, 2023 10:21 am, edited 1 time in total.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Praxis Vek
Posts: 25
Joined: Thu Oct 20, 2022 4:37 am

Re: Episode 3: Run

Post by Praxis Vek »

Perception 21%: d100: [24] = 24
JIC: d100: [73] = 73 , d20: [14] = 14
Amber Dach wrote: Sat Feb 11, 2023 7:54 pm “Praxis and Analoy work with Eight to capture him. Talk him down if you can. I should be able to jam the detonator if it is radio-activated with my PA but our comms will go down too. Let me know when you are ready to move in and I will activate it.”
"Yes, Ma'am." Praxis lands with Analoy puts his gun on his back and turns his weapon systems away from the target holding up both hands in the universal, 'I am not going to kick your ass yet' sign.
Underguard wrote: Fri Feb 10, 2023 5:11 pm "N-No!" And holds up a detonator. "S-stay back!"
"Do you know what he is saying Analoy?" He is staying even with Analoy making sure if there is an attack he can intercept it.

(Assuming she is speaking in their language)
Analoy wrote: Mon Feb 13, 2023 8:54 pm "Now why would I want to stay back? Especially after you tried to blow us up. You know, there is still a chance for all of us to get out of here alive. Now, tell me your name."
I guess that answers my question. "Tell, him we mean him no harm. If he surrenders and aids us in acquiring our target we will leave peacefully and he will remain alive. Otherwise we will be forced to defend ourselves, which makes the alive part more difficult. We don't want to kill him, and I assume he doesn't want to die, which is enough common ground to make things work."
Susan Lee wrote: Wed Feb 15, 2023 10:35 pm To Reka Ola, she says in Naruni, "We no hurt. Need machine, not Reka."
"Ok, who else speaks this language and is willing to tell me what everyone is saying? Why doesn't he speak Trade 4? Like every Naruni I know speaks Trade 4." Praxis is getting frustrated. We need this guy to give us the item and get Phinneas out of here.
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Phinneas_Graves
Posts: 76
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [70] = 70
JIC: 1d20: [3] = 3 | 1d100: [63] = 63

Save Vs. Lethal Poison 1d20+7: [17]+7 = 24

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

Dammit. They called the robot off. Time to let the fool have control. At least for a little while.....

Phinneas seems to stagger a bit. "I don't feel good Doc."

He will not resist, and allows Susan to inject him with the radiation meds. "I'll get in the box, but I don't know how to fix this. I can barely tolerate wearing it." He gazes at Susan. A look of true worry is visible on his face, even through his helmet. "Doc, I know you're not my biggest fan, but you gotta help me. I know it's gonna happen eventually, but please don't let me die on this shit of a rock."

He will get into whatever container is closest and open, and he will wait for further instructions or help.


Initiative: 1d20+4: [5]+4 = 9

Action 1: Get into storage container and wait.

If combat is neccessary:
Action 2: Strike w/NG-R50: 1d20: [13] = 13  | Damage 2: 4d6: [2, 4, 3, 2] = 11
Action 3: Strike w/NG-R50: 1d20: [2] = 2 | Damage 3: 4d6: [5, 5, 5, 6] = 21
Action 4: Strike w/NG-R50: 1d20: [4] = 4 | Damage 4: 4d6: [5, 2, 5, 4] = 16
Action 5: Strike w/NG-R50: 1d20: [9] = 9 |
Damage 5: 4d6: [4, 2, 5, 5] = 16

Auto Dodges:
1d20+3: [17]+3 = 20
1d20+3: [20]+3 = 23
1d20+3: [1]+3 = 4
1d20+3: [20]+3 = 23
1d20+3: [17]+3 = 20
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Underguard
Game Master
Posts: 733
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:49m 15 seconds have passed
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Not currently in combat sequence but in definite peril.
Phinneas attempts to call Eight to his location but before the android acknowledges the command, Amber rescinds it. A simple "Acknowledged." Is heard from Eight over the radio as Amber and Susan move in on Phinneas's location. Phinneas' still struggling in his own mind, blinks back to control after the new shard abandoned control. Susan and Amber are able to get there fairly quickly thanks to Amber and get Phinneas inside a container while they examine the exposure. Amber is able to do a quick diagnosis of the arm and determines it is too bad to treat here, radiation medicine will stem the exposure but unless he is treated professionally soon will lose the arm entirely. His right arm for the EBA is in pieces outside but Amber figures she can fashion an arm piece from one of the other suits if they get to it, but they'd need to move fast. Won't be fully functional but will be enclosed. Susan applies the anti-rad medicine to Phinneas who feels the headache lessen and his arm tingliness subdue a bit. [You have five minutes before the radiation has done irreparable damage to the arm. Two skill roll attempts will be needed to succeed.]

Below, Analoy and Praxis remain with the shooter. Analoy, growing suspicious of the lack of alarms looks down to the shooter. Hovering over him, he keeps the detonator in hand and clutches his side, falling to one side. "Reka." He groans to Analoy's question. Analoy translates additional dialogue for Praxis and as Analoy finishes saying Praxis's questions, Reka groans. "N-No. You w-work for Krea Torsyx-" He says until Analoy turns as she notices Eight standing besides Praxis. "I do not detect the device on him. No alarms. He sabotaged them. We must determine where he hid the device." Eight says simply to both Praxis and Analoy, ignoring Reka on the ground. Reka is visibly seen jumping and nearly cowering at the sight of the android, clutching the detonator like it's the only thing keeping him alive. Eight looks down at Reka finally then to Analoy and Praxis. "This is a ruse. Reka Ola is an adept psionic who has lived for several centuries. I suggest treating his wounds, which I suspect to be minor, then binding him to prevent his escape until we have the device. He can lead us to its location." Eight states, looking to Analoy for further guidance.

What are you doing?

Amber:
Susan:
Analoy:
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -20 MDC from MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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Praxis Vek
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 21%: d100: [50] = 50
JIC: d100: [72] = 72 , d20: [18] = 18
Underguard wrote: Fri Feb 17, 2023 9:24 pm
Current Conditions wrote:Mission Time: 04h:49m 15 seconds have passed
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Not currently in combat sequence but in definite peril.
Below, Analoy and Praxis remain with the shooter. Analoy, growing suspicious of the lack of alarms looks down to the shooter. Hovering over him, he keeps the detonator in hand and clutches his side, falling to one side. "Reka." He groans to Analoy's question. Analoy translates additional dialogue for Praxis and as Analoy finishes saying Praxis's questions, Reka groans. "N-No. You w-work for Krea Torsyx-" He says until Analoy turns as she notices Eight standing besides Praxis. "I do not detect the device on him. No alarms. He sabotaged them. We must determine where he hid the device." Eight says simply to both Praxis and Analoy, ignoring Reka on the ground. Reka is visibly seen jumping and nearly cowering at the sight of the android, clutching the detonator like it's the only thing keeping him alive. Eight looks down at Reka finally then to Analoy and Praxis. "This is a ruse. Reka Ola is an adept psionic who has lived for several centuries. I suggest treating his wounds, which I suspect to be minor, then binding him to prevent his escape until we have the device. He can lead us to its location." Eight states, looking to Analoy for further guidance.
“Ok full confession. I have a history of forgetting to bring gear I should have. I don’t have a rope or restraints. Unless Analoy has something we may have to have Eight carry him in a hug. Which as hilarious as it sounds, does pose a problem for Eight to be our tour guide.” He looks to Analoy hopefully. “Or if one of you wants to make an explosive with a dead man’s switch, we can stick it to the base of the skull, that’s alway a fun way to make a captive do what you want. Just simply letting go of it pops his head like a grape. I remember this Kreegor once, we convinced him we had rigged one. Got him all the way back to his mummy and daddy, and Vogan doesn’t take it off and then pretends to trip and the Kreeghor pisses himself. I transformed just so I would stop making tears from holding back the laugh. They executed Vogan shortly thereafter. He was really committed to his practical jokes. He is a legend. Anywho, what’s the plan.” No one’s laughing, these stories usually kill with Mercs.
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [63] = 63 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [6] = 6 | 1d100: [28] = 28

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [39] = 39 (to repair Phin’s EBA)
Field Armourer & Munitions Expert 60% = 1d100: [29] = 29 (to repair Phin’s EBA)
Paramedic 65%= 1d100: [72] = 72 (to assist in treatment of Phinneas if required)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [99] = 99
o Track by Psychic Scent: 70% = 1d100: [97] = 97 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [74] = 74 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 4 hours remaining. Costs 2 I.S.P. [/size]
Sustain lasts 5 days.[/size]
Frak, did he do a number on his EBA. Amber thinks as she concentrates on mending Phinneas’ mangled EBA and making it fully sealed again. She will work with the materials she has at hand to patch up the armour. No sense exposing him to more radiation at the moment to put on my NG-A12 EBA.

She will say to Susan. "Let me know if you need an extra hand with anything, Doc. I'll do the same."

She sends a quick message to Analoy, Praxis and Eight over the secure comms as she works on Phinneas’ EBA. “SitRep, GIRLS.”
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Analoy
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Posts: 267
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Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [89] = 89
JIC: 1d20: [11] = 11 1d100: [72] = 72

Land Navigation 68%: 1d100: [87] = 87
Trap & Mine Detection 55%: 1d100: [53] = 53
Detect Ambush 80%: 1d100: [84] = 84
First Aid 85%: 1d100: [18] = 18 (to patch up Reka)
literate in everything 82%: 1d100: [79] = 79

Conditions:
PPE: 263/228
Flight: 240/141.5 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/101.5 min, understand and speak all languages at 96%, literate at 82%

Analoy keeps her eyes on Reka but cocks a brow when Eight speaks. Before she says anything out loud she replies back to Amber over the comms. We have Reka. Sort of. He's got some kind of detonator but Eight thinks its a ruse. Eight is saying that he doesn't have the device on him either and we'll need to go look for it. Holding him here until you arrive.

Keeping her rifle trained on Reka, Analoy says back in the same language, "Don't know his actual name. Whatever it is, he kinda blackmailed us into working for him so I know what you mean but getting you and the device back to him will clear up, or so he says." She cuts her eyes over to Eight for a moment, wondering if he will react to what she just said. "How about you deactivate that detonator and get us the device and maybe we can all live through this."

Switch languages back to American, Analoy says, "Eight, why don't you start scanning the area while we tend to Reka. Praxis, you're a big boy, find some scrap metal in this wreckage that you can bend around his wrists."

Going back to the language that Reka spoke in, Analoy says, "If you don't wanna play nice, I've got something here that'll freeze you up in a big block of ice and we can have jumbo here carry you off planet. So?"

Open in case of VIOLENCE!
Init: 1d20+1: [7]+1 = 8
Actions: 6
1. Dodge 1d20+11: [8]+11 = 19
2. shoot guard bot: Strike: 1d20+4: [12]+4 = 16 Dmg 6d6+3: [5, 1, 1, 2, 3, 1]+3 = 16
3. shoot guard bot: Strike: 1d20+4: [6]+4 = 10 Dmg 6d6+3: [1, 5, 1, 1, 4, 1]+3 = 16
4. shoot guard bot: Strike: 1d20+4: [15]+4 = 19 Dmg 6d6+3: [1, 6, 3, 6, 4, 6]+3 = 29
5. shoot guard bot: Strike: 1d20+4: [5]+4 = 9 Dmg 6d6+3: [2, 6, 1, 1, 5, 2]+3 = 20
6. shoot guard bot: Strike: 1d20+4: [17]+4 = 21 Dmg 6d6+3: [2, 2, 6, 5, 3, 5]+3 = 26

Dodge if needed: 1d20+11: [2]+11 = 13 , 1d20+11: [16]+11 = 27 , 1d20+11: [2]+11 = 13 , 1d20+11: [10]+11 = 21 , 1d20+11: [18]+11 = 29
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)
Analoy wrote: Sun Feb 19, 2023 9:39 pm Analoy keeps her eyes on Reka but cocks a brow when Eight speaks. Before she says anything out loud she replies back to Amber over the comms. We have Reka. Sort of. He's got some kind of detonator but Eight thinks its a ruse. Eight is saying that he doesn't have the device on him either and we'll need to go look for it. Holding him here until you arrive.
They sort of have Reka? What does that mean? She replies as she works on the EBA. "Acknowledged. Contain him and then bring him down to us. Phinneas' EBA has been breached and we are trying to repair it." And him too. She adds silently. No sense letting him know how dire things are if we don't get him patched up. There is no telling how he will react being a Crazy.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [46] = 46
JIC: 1d20: [12] = 12 | 1d100: [1] = 1

Save Vs. Lethal Poison 1d20+7: [6]+7 = 13
Demolitions 84% | 1d100: [24] = 24

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

Phinneas waits patiently while Amber works on his armor, and tries to be as still as possible while she assesses and attempts the repair.

Well, Boom Boom, if this is it, it's been a pleasure....

This isn't it Phinneas. She's gonna pull us through just fine. Don't worry buddy. Our adventure is gonna continue.

He looks at Amber, "Did we get him boss? Was it our guy?"

Over the comms he asks, "Analoy, what does the detonator look like?" He will use whatever information that is relayed to help determine whether or not the detonator is a fake, or how to disarm it if neccessary.
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Praxis Vek
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Re: Episode 3: Run

Post by Praxis Vek »

Amber Dach wrote: Mon Feb 20, 2023 6:25 pm (Rolls held over)

They sort of have Reka? What does that mean? She replies as she works on the EBA. "Acknowledged. Contain him and then bring him down to us. Phinneas' EBA has been breached and we are trying to repair it." And him too. She adds silently. No sense letting him know how dire things are if we don't get him patched up. There is no telling how he will react being a Crazy.
"Got it boss, Analoy has Reka covered." He turns and walks a bit further away and whispers into coms."Boss, this guy is scared it's hard to read if he is scared that he is about to die, or that we are taking him back to your employer, and that clarification is pretty important." He stares back at Reka. "Eights assessment may be accurate, but I would stay in there with the kid and Susan. Demolitions was never my forte, so I don't know what that detonator is set to detonate but I think me and Analoy can take it. However the target probably can't so we lose that payday. I think we are all in agreement that something is off here."
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [14] = 14 / 41%
JIC: 1d20: [10] = 10 / 1d100: [61] = 61

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC, See Invisible

Susan makes sure the container is sealed, blocking the radiation from the planet and continues working on Phinneas's arm. "Don't worry, Phinneas, we'll make sure you get out of here alive. I can't promise that you'll keep the arm, but there are many options to rectify that potential situation, from cybernetics to a vat-grown replacement to magic."

Medical Doctor: 1d100: [64] = 64 /88%
Medical Doctor: 1d100: [37] = 37 /88%

What can we do to make your arm better, crazy person?

"Eight is being oddly non-murdery. I suppose because we don't have the device yet."
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Underguard
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:52m
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Not currently in combat sequence but in definite peril.
Amber calls for a Sitrep as she arrives on the scene with Susan to assess Phinneas. Analoy gives a brief sit rep while Susan tends to Phinneas. Susan is able to properly stave off any residual poisoning but the only way to do so is by amputation. It doesn't take the medical doctor long with the tools at hand to quickly cut the arm off and suture the wound. Phinneas notes he has a distinct lack of pain when his arm is removed, and still feels a tingling sensation in fingers he doesn't have... it's almost driving the crazy crazy. Susan notes the amputated arm has discolored blood and already appears to be wrinkling. Praxis laughs at his own neglect however he too starts feeling a growing sickness before a found the PA and jumped inside, be it luck, divine intervention, or his natural healing ability that saved him.

The crew talk as Reka is essentially watching, huddled at their feet, still holding the detonator in hand as he listens. Amber gives the order to contain Reka Ola while Praxis gives his suggestions, Eight seems to just be standing by waiting to move on, it's gaze shifting between the three. Analoy moves closer to assess Reka's injuries and neither she nor Praxis see as Reka grips Analoy's extended arm quickly, throwing her to the side as he quickly clicks the button. Analoy is able to roll against the throw enough to catch herself, Analoy's readiness allowed her one shot as Reka threw her, clipping the alien in the leg. She sees that Reka literally just jumps through a metal wall hopping out of sight as he says "I never go back. HE will face the Wrath!". Eight is already on the move and not waiting for orders, however Analoy and Praxis both lose sight of the android almost as quickly as he arrived. [Analoy/Praxis: Intelligence/Lore success would reveal Reka is likely using a Out-of-Phase Field Suit. Analoy can tell Reka was injured and not faking the injury; moving at half speed likely, used a burst of energy to trip her.]

Back with Phinneas, Susan and Amber, the trio hear a loud thud echo from the direction of the other half of the team. Susan and Amber are able to get Phinneas moving well enough as Phinneas asks about the detonator. All three of them hear a weird little metal on metal tinkering in a container several dozen feet away. It starts slowly as Susan is the first to see a metallic spider type robot crawl out of one of the nearby containers. It has six legs and three bulbs, two are smaller and appear to be moving around the middle bulb as one of the orb faces opens up, revealing six series of optics. Amber as a sudden surge of imminent danger (as does anyone else with Sixth Sense, again) as another crawler bot makes its way out and her vision suddenly starts to see realization. [Phinneas, Amber and Analoy have time to fly up before being fired upon or chased, the bots are a good hundred or so feet down. A successful Weapons Systems, Lore Dimensions or Trap/Mine reveals these as NE AP/ATM-5 "Crawler" Walking MLM] The trio also notice several other containers starting to move, their doors being pounded against from the inside, like something is trying to escape.

Everyone can hear Eight on the radio, "Get in the air, to a Pylon, leave the area. The Security-Bots will respond to this in type of outbreak! Those crawlers have no IFF. You must retreat. Uncontrolled detonations." Eight warns.

Sitrep: Analoy and Praxis are not in immediate danger. Reka is injuried and jumped through a container to escape after the order to contain him was given. Eight has vanished but is in pursuit.
Susan, Phinneas, Amber: Those Bots Analoy and Praxis found earlier have activated and begun crawling out of the open container.

What are you doing?

Amber:
Susan:
Analoy:
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -20 MDC from MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [4] = 4
JIC: 1d20: [5] = 5 | 1d100: [82] = 82

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

Amber's vision.....

As the trio see the Crawler bots begin to exit their containers, Phinneas gets a gut feeling he can't shake.

Don't separate again.....

He looks to Amber and Susan. "I don't know what you two want to do but I don't care what Eight says. I didn't want to separate in the beginning, and now look at me. We can't leave Analoy and Praxis."

He rubs the shoulder where his arm used to be. "You two just saved me. We can't just leave them."

"I can create a distraction if you want. I have 5 plasma missiles and my homebrew device in my backpack which makes 6 warheads. We can leave this and be able to detonate from 100 ft. It will at least give us a few extra seconds to head towards the others. In the air or otherwise."
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Praxis Vek
Posts: 25
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 21%: d100: [89] = 89
JIC: d100: [81] = 81 , d20: [1] = 1
Underguard wrote: Mon Feb 27, 2023 7:19 pm Everyone can hear Eight on the radio, "Get in the air, to a Pylon, leave the area. The Security-Bots will respond to this in type of outbreak! Those crawlers have no IFF. You must retreat. Uncontrolled detonations." Eight warns.

Sitrep: Analoy and Praxis are not in immediate danger. Reka is injuried and jumped through a container to escape after the order to contain him was given. Eight has vanished but is in pursuit.
Susan, Phinneas, Amber: Those Bots Analoy and Praxis found earlier have activated and begun crawling out of the open container.
"We got incoming. Boss, Susan get Phineas somewhere safe! Analoy help Eight get Rexa and find that damn device. I will draw the incoming forces attention. Get them away from here. Let me know once you have the device and can designate an Evac point. Eight you better be on the up and up because if you screw us I am going to rip off your arms and beat you to death with 'em."

Let's see just how Invincible and Invincible Guardsman is.

Praxis soars into a hovering position 200 ft in the ear to get an overview of the battlefield. He grabs is Particle beam rifle and aims at the larger bots in each on coming group. Hoping to grab each groups attention.

Initiative: d20+1: [18]+1 = 19
Action 1: Fly into Air
Action 2: Particle Beam Rifle | To Strike: d20+1: [7]+1 = 8 | Damage: 2d4*10: [2, 4]*10 = 60 M.D.
Action 3: Particle Beam Rifle | To Strike: d20+1: [8]+1 = 9 | Damage: 2d4*10: [1, 3]*10 = 40 M.D.
Action 4: Particle Beam Rifle | To Strike: d20+1: [18]+1 = 19 | Damage: 2d4*10: [4, 1]*10 = 50 M.D.
Action 5: Particle Beam Rifle | To Strike: d20+1: [9]+1 = 10 | Damage: 2d4*10: [1, 1]*10 = 20 M.D.
Action 6: Particle Beam Rifle | To Strike: d20+1: [11]+1 = 12 | Damage: 2d4*10: [3, 1]*10 = 40 M.D.
Action 7: Particle Beam Rifle | To Strike: d20+1: [20]+1 = 21 | Damage: 2d4*10: [1, 4]*10 = 50 M.D. Critical - 100 MD
Last edited by Praxis Vek on Fri Mar 03, 2023 9:35 pm, edited 4 times in total.
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [63] = 63 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [17] = 17 | 1d100: [10] = 10

Skills Rolls
Lore Dimensions 65% = 1d100: [45] = 45 (to ID spider bombs)
Field Armourer & Munitions Expert 60% = 1d100: [15] = 15 (to ID spider bombs)
Land Navigation 62% = 1d100: [31] = 31 (to locate and navigate to pylon)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [38] = 38
o Track by Psychic Scent: 70% = 1d100: [91] = 91 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [65] = 65 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 4 hours remaining. Costs 2 I.S.P. [/size]
Sustain lasts 5 days.[/size]
Amber feels her Danger Sense kick in and quickly evaluates the situation as she sees the Spider-like robots from her vision scuttling towards them. Frack! The bots from my vision. Time to go! She thinks as she reacts to the new threat. She firmly says to Susan and Phinneas. “Time to go GIRLS. Hang on tight. I'll get us out of here.” She will scoop them both up under her arms and leap 100’ into the air to get clear of the containers. Once she is airborne, she engages the contra-grav system and hovers above the containers.

When she sees the other containers rattling and moving, it causes her real concern for the safety of Analoy and Praxis and their pursuit of Reka. She sends a short message to everyone. “Be careful in your pursuit GIRLS. Don’t get swarmed by those crawlers. They are seeker mines and there seems to be a lot of them down there.”

She will do a visual check of the area and tries to locate the nearest pylon to rendezvous there. Once she has got her bearings, she will send another message. “Analoy, Praxis. Use your best discretion with your pursuit of Reka. I’m heading to the pylon in X direction with Susan and Phinneas.” (OOC: X = whatever compass direction the nearest pylon she can visually locate.)

She makes sure that Susan and Phinneas are both secure in her grip as she starts flying in the direction of the pylon. She keeps the speed slow and tries to use the cover whenever possible to avoid being targeted by any incoming Security-Bots. She thinks as she flies. Boy, I really don’t like using the GIRLS real names during a mission. I think we need to make callsigns for an added level of security and anonymity in future ops. I for one am not looking to be rich and famous like Jez was or even infamous. I would rather fly under the radar and not attract undue attention from beings like the Naruni for instance. Remember this for after the mission debrief... if we survive it that is.

As she gets closer to the pylon she will look for a safe place close to the pylon but does not approach it until Eight is present. I hope Eight gets here soon. I don't relish trying to get inside without him. We need to get inside soon and find somewhere safe to properly treat and get Phinneas sorted out.

Combat Rolls
Initiative: 1d20+14: [9]+14 = 23 (+5 from Robot Combat Elite +6 from Sixth Sense +3 from Cyber-Knight Zen Combat = +14)
Non-Combat Action: Scooping up Susan and Phinneas
If any crawlers get too close while evacuating container, Amber will attack it.
Action 1: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [2]+1 = 3 ; Damage: 4d6: [3, 3, 4, 1] = 11 MD
Action 2: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [11]+1 = 12 ; Damage: 4d6: [5, 3, 4, 1] = 13 MD
Action 3: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [2]+1 = 3 ; Damage: 4d6: [5, 5, 3, 6] = 19 MD
Action 4: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [18]+1 = 19 ; Damage: 4d6: [3, 1, 4, 5] = 13 MD
Action 5: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [15]+1 = 16 ; Damage: 4d6: [4, 3, 1, 6] = 14 MD
Action 6: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [13]+1 = 14 ; Damage: 4d6: [1, 2, 3, 6] = 12 MD
Action 7: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [10]+1 = 11 ; Damage: 4d6: [3, 4, 4, 6] = 17 MD
Action 8: Strike crawler with Ion "Eye" Beams (both eyes): 1d20+1: [5]+1 = 6 ; Damage: 4d6: [5, 5, 5, 3] = 18 MD

(OOC: I missed a +2 to strike from my W.P. Heavy M.D. Weapons, I'll catch it next time)
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Analoy
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Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [82] = 82
JIC: 1d20: [11] = 11 1d100: [31] = 31

Land Navigation 68%: 1d100: [70] = 70
Trap & Mine Detection 55%: 1d100: [71] = 71
Detect Ambush 80%: 1d100: [8] = 8
First Aid 85%: 1d100: [41] = 41 (to patch up Reka)
literate in everything 82%: 1d100: [63] = 63

Conditions:
PPE: 263/228
Flight: 240/141.5 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/101.5 min, understand and speak all languages at 96%, literate at 82%

Analoy bolts up, into the air. Hovering at just over the height of the tallest stack of containers, she starts to look for Eight and Reka as she says over the coms, "Not to sound stupid, but I think that detonator is what set off the bots. Fraking Reka's been ready and waiting for us or whoever the Creator was going to send."

With the calls from Eight and Amber coming in, Analoy glances over to Praxis, "Don't be a hero. Just keep them off Amber and the others." Then she drifts off in the direction that Reka and Eight went. She gives a little grin as her hand pats the flash freeze grenade on her harness. That mofo is getting turned into an ice cube if I see him.

Open in case of VIOLENCE!
Init: 1d20+1: [12]+1 = 13
Actions: 6
1. grenade Strike: 1d20+3: [19]+3 = 22
2. shoot guard bot: Strike: 1d20+4: [1]+4 = 5 Dmg 6d6+3: [4, 6, 1, 5, 1, 5]+3 = 25
3. shoot guard bot: Strike: 1d20+4: [12]+4 = 16 Dmg 6d6+3: [2, 6, 5, 1, 2, 5]+3 = 24
4. shoot guard bot: Strike: 1d20+4: [17]+4 = 21 Dmg 6d6+3: [5, 4, 6, 2, 1, 1]+3 = 22
5. shoot guard bot: Strike: 1d20+4: [14]+4 = 18 Dmg 6d6+3: [3, 1, 6, 1, 1, 1]+3 = 16
6. shoot guard bot: Strike: 1d20+4: [5]+4 = 9 Dmg 6d6+3: [2, 5, 3, 1, 1, 4]+3 = 19

Dodge if needed: 1d20+11: [13]+11 = 24 , 1d20+11: [9]+11 = 20 , 1d20+11: [17]+11 = 28 , 1d20+11: [10]+11 = 21 , 1d20+11: [19]+11 = 30
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [30] = 30 / 41%
JIC: 1d100: [44] = 44 / 1d20: [13] = 13

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC

Susan looks at the invading robots and a shiver travels down her spine. Amber's vision... Me. Dead.

Then she pops some boing-go and everything's great!

"I recommend engaging these as little as possible. If they are the robots from Amber's vision then they may be extremely dangerous. Also, any combat with them is likely to draw a hostile response from this place's guardians."

She looks around as Analoy flies her to safety, trying to locate Reka Ola from the higher position.

She also scans radio frequencies to see if the robots are talking to each other. "Eight, is there any way to neutralize these... spider bots?"

Radio: Basic: 1d100: [28] = 28 / 73%

Did Phinneas just make a joke about being separated from his arm?!? And she starts laughing.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Praxis Vek
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Re: Episode 3: Run

Post by Praxis Vek »

Rolls carried.
Susan Lee wrote: Thu Mar 09, 2023 10:21 am "I recommend engaging these as little as possible. If they are the robots from Amber's vision then they may be extremely dangerous. Also, any combat with them is likely to draw a hostile response from this place's guardians."
Praxis responds over comms.
"I understand the concern. I have always been told I look stupider than I am. I am not looking to die today. I am going to grab their attention and hopefully lead them as far away as I can and then lose them. Give you guys a chance to get to safety and give Analoy and Eight time to catch this jackass."
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Underguard
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 04h:55m 3 minutes have passed
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Not currently in combat sequence but in definite peril.
Phinneas strongly protests against splitting up and instead on tracking down Praxis and Analoy which doesn't turn out hard to do as Praxis flies into the air and fires at the closest one. Amber shows tremendous strength in being able to lift both Susan and Phinneas up in the air, the crazy able to see Praxis shooting at the crawlers. Analoy flies off and flanks Praxis and together the two are able to attract the attention of the crawlers as Amber carries the other two up in the air.

The Crawlers prove incredibly mobile, dodging the first two shots from Praxis however he hits his third and the following explosion throws several crawlers in different directions. The explosions seem to be about as powerful as a few k-hex blocks. Analoy's first shot jams up her weapon, though she is able to repair it by the time Praxis makes his first hit and causes the explosion. Analoy notes the Crawlers stopping and looking up directly at them before firing a two volleys of four at each of them. Analoy is able to dodge the incoming volley, however a pair of them hits Praxis square in the chest (-70 M.D.C. Main Body). The blast nearly knocks him out of the sky but he manages to maintain altitude and the he and Analoy catch up to Amber (who is still holding both Phinneas and Susan by the collars).

Eight flies up to Amber holding an unconscious and bloodied Reka Ola. "We must evacuate to Site 2." Eight states over the radio to everyone. As Eight flies up, Phinneas sees past him what appears to be a swarm of white locusts; security mechs from the closest pylon are closing in and far outnumber the group. Eight will then lead them all to the furthest pylon in the air as fast as the group can fly before darting down to land. Phinneas being able to see being the group as they fly notices that the security bots stop at the source of the explosions however at least some crawlers are tailing them in the distance. The group also hears several other explosions in the distance, likely the crawlers detonating on the security bots.

Eight lands on top of the nearest container to the pylon and turns to everyone. "We have little time; we can properly question him outside the security field." Eight states and lugs the unconscious alien over his shoulder. Analoy can tell that Reka has sustained several new injuries since he dived away and Eight chased after him.

What are you doing?
Figure you have less than five minutes before your location is discovered by either Crawlers or Bots
Amber:
Susan:
Analoy:
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -90 MDC from MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [28] = 28 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [6] = 6 | 1d100: [9] = 9

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [56] = 56 (to patch Phinneas’ armour if needed from flight to Site 2)
Intelligence 53% = 1d100: [22] = 22 (to figure out any interrogation techniques)
Prowl 55% = 1d100: [20] = 20 (to hide from spider bombs)
Invoke Trust/Intimidate: 84% = 1d100: [12] = 12 (to make sure everyone knows where she stands on torture)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [60] = 60
o Track by Psychic Scent: 70% = 1d100: [81] = 81 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [67] = 67 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 3.5 hours remaining. Costs 2 I.S.P. [/size]
Sustain lasts 5 days.[/size]
As they land near Site 2, Amber will set down Susan and Phinneas as softly as possible. “Hope the ride wasn’t too rough GIRLS.” She looks towards Phinneas with concern. “How is your EBA seal? Did my patch job hold up?” She visually examines everyone else as they land around her. “Everyone else okay?”

She turns toward Eight and the captured Reka and sees his battered state. Could have been worse, I guess. Eight could have ended him, but he is still of use until we find the device. Still could happen. “Eight. Could you please disable everything in his EBA but his life support system, I don’t want any more tricks out of him.” She flips on her secure comms. “Make sure you don’t destroy any systems permanently. He may have security systems rigged up to his EBA computer for access to defensive systems and areas that we may need.” She continues to speak out loud again. “Someone check him over for anything of use and to make sure he is disarmed.”

I hate this, but I think this next part is going to get a bit rough. We have to know where the device is being kept and quick. She clicks on her secure comms and speaks to the GIRLS. “Anyone have any experience with interrogation?” She looks around at everyone to see their reaction. “Doc. You got any truth serum drugs or anything like that? I could try psionics on him, but until we are out of this radiation, I can’t use open my PA to use them. He would also be resistant to me since he is gifted like I am. I’m open to suggestions, GIRLS. Oh. And I’ll tell you all right now, I will not stand for any torturing of this guy. I’m not adverse to some intimidation or the like, but any torture and you will answer to me.”

Once they come up with a plan Amber will find a perch with good fields of fire to defend against any crawler mines that made it through the security bots to buy them all some more time. She will engage the Variable Camouflage System (-20% for others to Detect Ambush and Detect Concealment) and sits completely still while she covers the GIRLS as they complete their business below.


Combat Rolls
Initiative: 1d20+8: [15]+8 = 23 (+5 from Robot Combat Elite +3 from Cyber-Knight Zen Combat = +8)
If any crawlers approach them at Site 2, Amber will attack it/them.
Non-Combat Action: Warn GIRLS of incoming crawler mines.
Action 1: Strike crawler with NE-11: 1d20+6: [18]+6 = 24 ; Damage: 1d4x10: [1] = 1 MD = 10 MD
Action 2: Strike crawler with NE-11: 1d20+6: [13]+6 = 19 ; Damage: 1d4x10: [3] = 3 MD = 30 MD
Action 3: Strike crawler with NE-11: 1d20+6: [3]+6 = 9 ; Damage: 1d4x10: [1] = 1 MD = 10 MD
Action 4: Strike crawler with NE-11: 1d20+6: [7]+6 = 13 ; Damage: 1d4x10: [2] = 2 MD = 20 MD
Action 5: Strike crawler with NE-11: 1d20+6: [6]+6 = 12 ; Damage: 1d4x10: [1] = 1 MD = 10 MD
Action 6: Strike crawler with NE-11: 1d20+6: [15]+6 = 21 ; Damage: 1d4x10: [4] = 4 MD = 40 MD
Action 7: Strike crawler with NE-11: 1d20+6: [2]+6 = 8 ; Damage: 1d4x10: [4] = 4 MD = 40 MD
Action 8: Strike crawler with NE-11: 1d20+6: [16]+6 = 22 ; Damage: 1d4x10: [1] = 1 MD = 10 MD
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [1] = 1
JIC: 1d20: [11] = 11 | 1d100: [79] = 79

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

"Maybe Eight isn't as bad as I thought...."

As Phinneas is carried along by Amber, he looks back at the incoming security mechs and and is somewhat impressed at the overwhelming force sent to deal with any "issues". A more alarming sight is the crawler bots that made it out of the previous site that are still following the group.
Amber Dach wrote: Sun Mar 12, 2023 8:34 am
As they land near Site 2, Amber will set down Susan and Phinneas as softly as possible. “Hope the ride wasn’t too rough GIRLS.” She looks towards Phinneas with concern. “How is your EBA seal? Did my patch job hold up?” She visually examines everyone else as they land around her. “Everyone else okay?”
When Amber lands and puts Phinneas down, he taps the weld where his left arm used to be. "Seems to be holding Boss." He looks down for a second, "How you holding up in there Boom Boom?" He stares blankly at Amber for a second and then laughs a little. "Shit. Sorry. Still feel the arm a little..." He then gives her a thumbs up with his right arm.

"It's a good thing we left when we did. All of those security mechs would probably have done us all in. I guess the explosions were them fighting the crawlers." He turns to look back at where they just left and says to the group "We DO have a problem however. I saw some of those crawler bot things got out of the area before security showed up and it looks like they have our scent. I don't know how much time we have before they get here."

He removes his backpack, opens it upand offers out "If anybody wants, I have 5 plasma missiles here that we can reload the power armors with. Better make it quick though."

"We MIGHT just make it out of here alive....."



Combat rolls

Initiative: 1d20+4: [7]+4 = 11


Ranged combat:
Action 1: Strike w/NG-R50: 1d20: [6] = 6   | Damage 1: 4d6: [6, 3, 3, 6] = 18
Action 2: Strike w/NG-R50: 1d20: [20] = 20  | Damage 2: 4d6: [3, 3, 1, 3] = 10 Critical Strike
Action 3: Strike w/NG-R50: 1d20: [17] = 17 | Damage 3: 4d6: [4, 4, 4, 2] = 14
Action 4: Strike w/NG-R50: 1d20: [3] = 3 | Damage 4: 4d6: [2, 3, 5, 6] = 16
Action 5: Strike w/NG-R50: 1d20: [20] = 20 |
Damage 5: 4d6: [5, 1, 4, 1] = 11 Critical Strike

Melee combat:
Action 1: Strike w/NE-RV07: 1d20+4: [5]+4 = 9  | Damage 1: 4d6: [1, 3, 3, 4] = 11
Action 2: Strike w/NE-RV07: 1d20+4: [14]+4 = 18  | Damage 2: 4d6: [5, 6, 4, 3] = 18
Action 3: Strike w/NE-RV07: 1d20+4: [8]+4 = 12  | Damage 3: 4d6: [2, 6, 2, 5] = 15
Action 4: Strike w/NE-RV07: 1d20+4: [7]+4 = 11  | Damage 4: 4d6: [1, 1, 6, 5] = 13
Action 5: Strike w/NE-RV07: 1d20+4: [2]+4 = 6 | Damage 5: 4d6: [2, 2, 3, 2] = 9

Auto Dodges: 1d20+3: [8]+3 = 11 1d20+3: [7]+3 = 10 1d20+3: [20]+3 = 23 1d20+3: [14]+3 = 17 1d20+3: [16]+3 = 19
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Praxis Vek
Posts: 25
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 21%: d100: [4] = 4
JIC: d100: [33] = 33 , d20: [4] = 4
Status: MDC: Base - 71/71 (Regen 2d6 MDC/min.) | Transformed - 421/421 (Regen 1d4*10 MDC/min.) | Power Armor: Head - 130/130 | Main - 310/400 | Legs - 150/150 | Arms - 100/100 - ISP: 38/38
Can survive twice as long as normal (takes half damage) when exposed to the void. Impervious to Disease, Coma/Death: +34%, Magic (varies): +8, Lethal Poison (14+): +8, Non-Lethal Poison (16+): +8, Insanity (12+): +0, Psionics (12+): +0, Horror Factor (varies): +0,


Praxis throws 3 grenades each in a different group of bots, still trying to get them to focus on him. If they do he will try to get them to chase him away from the others. Come on you bastards follow me!!!
Amber Dach wrote: Sun Mar 12, 2023 8:34 am “Anyone have any experience with interrogation?”
"Kreeghor used to remove bones beginning at the fingers and toes keeping them alive until they talked or until there was just a skin sack with muscles and organs in it. Furthest I saw anyone hold out for was when they were just a torso with floppy limbs. I don't think we have much time. He doesn't seemed to be scared of dying. Pain threshold can take a while to find. If we don't have truth serum, may be time to open negotiations."

Initiative: d20+1: [11]+1 = 12
Action 1: NE-10G Grenades (High Explosive): To Strike - d20: [7] = 7 | 6d6: [2, 3, 6, 1, 2, 2] = 16 MD 12' AOE | Range - 120'
Action 2: Dodge: d20+9: [10]+9 = 19
Action 3: NE-10G Grenades (High Explosive): To Strike - d20: [10] = 10 | 6d6: [6, 4, 2, 1, 2, 1] = 16 MD 12' AOE | Range - 120'
Action 4: Dodge: d20+9: [7]+9 = 16
Action 5: NE-10G Grenades (Fragmentation): To Strike - d20: [3] = 3 | 4d6: [6, 3, 4, 3] = 16 MD 30' AOE | Range - 120'
Action 6: Dodge: d20+9: [13]+9 = 22

Parries: d20+9: [11]+9 = 20 , d20+9: [20]+9 = 29 , d20+9: [17]+9 = 26 , d20+9: [10]+9 = 19 , d20+9: [10]+9 = 19 , d20+9: [7]+9 = 16
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [92] = 92 / 41%
JIC: 1d100: [74] = 74 / 1d20: [2] = 2

CONDITIONS: Super-heavy Forcefield active, 160/160 MDC

As they're flown to their new location by Amber, Susan direct messages Phinneas and asks, "Do you have bio-monitoring capabilities in your suit? Can you link them to me?"

When they're set down by their leader and taxi driver, Susan salutes Amber and grabs her hand. "Commander, thank you for saving my life from the threat of your own vision. I will see if I can apply any kind of truth drugs but they... uh... don't pierce armor usually."

She then sends, through their physical connection, "I continue to believe that our best option for survival is to move with Reka Ola to a hospitable environment, acquire the device, and let him escape, while leaving Eight here."

When Reka arrives, she tries to tag his flesh with truth serum in an injector gun. "Surprise. The super-powerful psychic can create forcefields that block a basic needle."

When Eight talks about "Section Two," Susan adds, "Yes! Let's move back to where we entered this section!"

The babies are there, you robot or employer bastard.

Susan holds her hands out to Amber, waiting to be picked up.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)
Phinneas_Graves wrote: Tue Mar 14, 2023 2:33 pm When Amber lands and puts Phinneas down, he taps the weld where his left arm used to be. "Seems to be holding Boss." He looks down for a second, "How you holding up in there Boom Boom?" He stares blankly at Amber for a second and then laughs a little. "Shit. Sorry. Still feel the arm a little..." He then gives her a thumbs up with his right arm.

"It's a good thing we left when we did. All of those security mechs would probably have done us all in. I guess the explosions were them fighting the crawlers." He turns to look back at where they just left and says to the group "We DO have a problem however. I saw some of those crawler bot things got out of the area before security showed up and it looks like they have our scent. I don't know how much time we have before they get here."
Amber nods in reply as she surveys the situation. Small miracle that the patch job has held up as well as it has with the time I had. “Keep me informed on the structural integrity of your EBA." She taps her rifle. "I am ready for any that get through the security bots.”
Phinneas_Graves wrote: Tue Mar 14, 2023 2:33 pm He removes his backpack, opens it up and offers out "If anybody wants, I have 5 plasma missiles here that we can reload the power armors with. Better make it quick though."
You Crazy bastard. Those will do nicely! “I could put those missiles to good use, Phinneas, but it will have to wait until we have some more time and are somewhere safe that I can get them loaded.”
Praxis Vek wrote: Wed Mar 15, 2023 2:13 pm "Kreeghor used to remove bones beginning at the fingers and toes keeping them alive until they talked or until there was just a skin sack with muscles and organs in it. Furthest I saw anyone hold out for was when they were just a torso with floppy limbs. I don't think we have much time. He doesn't seem to be scared of dying. Pain threshold can take a while to find. If we don't have truth serum, may be time to open negotiations."
Amber cringes a little as she hears the Kreeghor way of interrogation. “Yes, that is precisely the type of questioning I do not condone. But your description may be graphic enough to encourage his cooperation.”
Susan Lee wrote: Wed Mar 15, 2023 10:48 pm When they're set down by their leader and taxi driver, Susan salutes Amber and grabs her hand. "Commander, thank you for saving my life from the threat of your own vision. I will see if I can apply any kind of truth drugs but they... uh... don't pierce armor usually."
Amber smiles behind her faceplate. "No thanks needed, Susan. I know you would have done the same for me if the situation had been reversed."
Susan Lee wrote: Wed Mar 15, 2023 10:48 pm She then sends, through their physical connection, "I continue to believe that our best option for survival is to move with Reka Ola to a hospitable environment, acquire the device, and let him escape, while leaving Eight here."
I can see a certain appeal in that plan, but I don’t think it will be that easy. Amber changes to a private channel to reply to Susan. “If only it was that simple, Susan. I doubt Reka will trust us by the company we have with us. I can try to reach out to him telepathically like I did with R71 and see if I can get him on our side, but it will take some doing to overcome the suspicion he will have of us. Plus, I suspect he will have some more tricks up his sleeve when get to wherever he has the device stashed.”

By the Gods, I hate relying on Eight so much, but he is the only one that knows how this place works. Amber makes her decision. “Eight, can you find us a safe, hospitable place to hole up for a bit? We need to get inside and out of this radiation in order to question Reka. It may even allow things to settle down a bit out here.” She points back to where the explosions are still happening.

Once Eight locates a safe site to go to, she will grab Susan and Phinneas again and flies them to the location he finds for them to hunker down for a while to interrogate Reka (unless it is very close by).
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 163/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Rolls held over
Amber Dach wrote: Fri Mar 17, 2023 5:55 pm You Crazy bastard. Those will do nicely! “I could put those missiles to good use, Phinneas, but it will have to wait until we have some more time and are somewhere safe that I can get them loaded.”
"You got it Boss. Lemme know when you're ready." He picks up his backpack and secures it. He then gets his rail gun in the ready position while they wait for Eight's next directions.
Phinneas Graves
Current stats
S.D.C. 134/122
M.D.C. N-F40A: 110/0
P.P.E. 21/21
Ammo - NG-R50: 192/192
Ammo - NG-ML6: 6/4
Body Armor M.D.C.
Helmet - 35/35
Main Body - 50/34
Right Arm - 16/0
Left Arm - 16/16
Right Leg - 30/30
Left Leg - 30/30
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Analoy
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Posts: 267
Joined: Tue Mar 07, 2017 9:23 pm

Re: Episode 3: Run

Post by Analoy »

Percep 61%: 1d100: [56] = 56
JIC: 1d20: [13] = 13 1d100: [62] = 62

literate in everything 82%: 1d100: [92] = 92

Conditions:
PPE: 263/228
Flight: 240/138.5 min, Fly, 130 mph, Max height 4000', +3 strike/dodge, +3 dmg from HTH attacks
Eye of Knowledge (Language) 120/98.5 min, understand and speak all languages at 96%, literate at 82%

Analoy shrugs as she see Reka's additional injuries and just looks around, shaking her head she says over the comms, "This is going sideways real fast. We should get out of the section as fast as we can. Don't bother trying to hold any of the bots off. Lets just run."

She turns and reaches up with her off hand and grabs Phinneas by the collar, "I'll tote the one armed bandit, though it would be funny to see him try and climb all those ladders." She chuckles a bit, "Praxis, your spiffy new armor looks like drek, I suggest you stick with the rest of us now and stop trying to play the hero. Susan, is there any way you can get your babies to meet up with us?"

Analoy turns to Amber and gives the other woman a solid nod, Fraking precog nonsense. I sure hope this doesn't turn out like that vison of swirling drek. "Time we bounce." She pauses for a moment then says, "Eight, if you can get us out of this, I'll do everything in my power to separate you from the Kreator's control." Ah frak, was that just monitored?

Open in case of VIOLENCE!
Init: 1d20+1: [9]+1 = 10
Actions: 6
1. shoot guard bot: Strike: 1d20+4: [6]+4 = 10 Dmg 6d6+3: [6, 1, 5, 3, 4, 6]+3 = 28
2. shoot guard bot: Strike: 1d20+4: [13]+4 = 17 Dmg 6d6+3: [6, 6, 6, 4, 2, 2]+3 = 29
3. shoot guard bot: Strike: 1d20+4: [20]+4 = 24 Dmg 6d6+3: [6, 4, 5, 3, 4, 3]+3 = 28 x2=56 NAT
4. shoot guard bot: Strike: 1d20+4: [2]+4 = 6 Dmg 6d6+3: [4, 4, 1, 1, 1, 1]+3 = 15
5. shoot guard bot: Strike: 1d20+4: [6]+4 = 10 Dmg 6d6+3: [5, 4, 1, 2, 2, 1]+3 = 18
6. shoot guard bot: Strike: 1d20+4: [5]+4 = 9 Dmg 6d6+3: [1, 1, 1, 3, 3, 2]+3 = 14

Dodge if needed: 1d20+11: [9]+11 = 20 , 1d20+11: [18]+11 = 29 , 1d20+11: [7]+11 = 18 , 1d20+11: [14]+11 = 25 , 1d20+11: [2]+11 = 13
Analoy Landie
Current Details
P.P.E.: 227/227
M.D.C.: 196/196
Charm/Impress: 20%

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